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*Pathfinder & Starfinder
Designing a Construct PC race
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<blockquote data-quote="Beholder Bob" data-source="post: 1168837" data-attributes="member: 12866"><p>A construct has the following features.</p><p>1st—10-sided Hit Dice.</p><p>2nd—Base attack bonus equal to 3/4 total Hit Dice (as cleric).</p><p>3rd—No good saving throws.</p><p>4th—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.</p><p>Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry).</p><p>5th—No Constitution score.</p><p>6th—Low-light vision.</p><p>7th—Darkvision out to 60 feet.</p><p>8th—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</p><p>9th—Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.</p><p>10th—Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.</p><p>11th—Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.</p><p>12th—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).</p><p>13th—Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.</p><p>14th—Since it was never alive, a construct cannot be raised or resurrected.</p><p>15th—Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.</p><p>16th—Proficient with no armor.</p><p>17th—Constructs do not eat, sleep, or breathe.</p><p></p><p>Well: 1st, 2nd, & 3rd are ignored, as is 15th, 16th, as their class will determine these factors.</p><p>3rd is a very painful modifier, change it so that the PC loses 1 good save, so a monk construct gets 2 good saves, a cleric 1 good save, and fighters, wizards, rogues get no good saves. Ouch.</p><p>5th is ok – but…. M make the animating spirit in the vessel stay for a period of time after the vessel is cracked, approximating negative HP, but dependent on a good engineering or spellcraft check to save them instead of healing.</p><p>6th and 7th are livable, but I’d drop them to just darkvision. But, that is just me.</p><p>8th is lost. Unlike a normal construct, these guys get free will, the ability to make decisions on their own. They can be fooled. Otherwise, enchanters are going to be VERY unhappy. Perhaps special skills or a feat is required, but allow them to be effected.</p><p>9th is ugly. That is a damn nice ability. No immediate thought for dodging that one.</p><p>10th is nice, although the repair spells from blood & tome duplicate healing spells easily.</p><p>11th you could assume the construct has a limited karmic balance of energy, disrupt it and disrupt the Golem. Stat drains and energy drains may have a different effect, but going along with old alchemy and cabalism, altering a letter, changing the alchemical balance, what have you could effect them too. What if energy drains cause insanity for x time period, or stat drains dim their senses? Could be fun.</p><p>12th as above. Perhaps knockdown, stun, or acts as stat drains normally do.</p><p>13th limb loss instead. Just a flesh wound! See 5th.</p><p>14th who says? Where did the spirit come from? What if these golems are animated using spirits trapped in limbo, unable to go to heaven, able to dodge hell. Stuck. Spending time as a Golem may give them the chance they need to fix that spiritual balance.</p><p>17th yes. What if they need to rest their mind or suffer degraded intelligence. They no longer always do watch now. As to food, you could require an ongoing sacrifice or offering to maintain the energies of animation, failure results in a weakening Golem, perhaps even death. Unleaded please. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1168837, member: 12866"] A construct has the following features. 1st—10-sided Hit Dice. 2nd—Base attack bonus equal to 3/4 total Hit Dice (as cleric). 3rd—No good saving throws. 4th—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats. Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry). 5th—No Constitution score. 6th—Low-light vision. 7th—Darkvision out to 60 feet. 8th—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). 9th—Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. 10th—Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. 11th—Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. 12th—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). 13th—Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. 14th—Since it was never alive, a construct cannot be raised or resurrected. 15th—Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. 16th—Proficient with no armor. 17th—Constructs do not eat, sleep, or breathe. Well: 1st, 2nd, & 3rd are ignored, as is 15th, 16th, as their class will determine these factors. 3rd is a very painful modifier, change it so that the PC loses 1 good save, so a monk construct gets 2 good saves, a cleric 1 good save, and fighters, wizards, rogues get no good saves. Ouch. 5th is ok – but…. M make the animating spirit in the vessel stay for a period of time after the vessel is cracked, approximating negative HP, but dependent on a good engineering or spellcraft check to save them instead of healing. 6th and 7th are livable, but I’d drop them to just darkvision. But, that is just me. 8th is lost. Unlike a normal construct, these guys get free will, the ability to make decisions on their own. They can be fooled. Otherwise, enchanters are going to be VERY unhappy. Perhaps special skills or a feat is required, but allow them to be effected. 9th is ugly. That is a damn nice ability. No immediate thought for dodging that one. 10th is nice, although the repair spells from blood & tome duplicate healing spells easily. 11th you could assume the construct has a limited karmic balance of energy, disrupt it and disrupt the Golem. Stat drains and energy drains may have a different effect, but going along with old alchemy and cabalism, altering a letter, changing the alchemical balance, what have you could effect them too. What if energy drains cause insanity for x time period, or stat drains dim their senses? Could be fun. 12th as above. Perhaps knockdown, stun, or acts as stat drains normally do. 13th limb loss instead. Just a flesh wound! See 5th. 14th who says? Where did the spirit come from? What if these golems are animated using spirits trapped in limbo, unable to go to heaven, able to dodge hell. Stuck. Spending time as a Golem may give them the chance they need to fix that spiritual balance. 17th yes. What if they need to rest their mind or suffer degraded intelligence. They no longer always do watch now. As to food, you could require an ongoing sacrifice or offering to maintain the energies of animation, failure results in a weakening Golem, perhaps even death. Unleaded please. :cool: [/QUOTE]
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